Log for #openttd on 16th November 2016:
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00:20:16  <Wolf01> 'night
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08:40:22  <Flygon_> Whelp
08:40:28  <Flygon_> Figured out how to place Lakes in heightmaps
08:40:32  <Flygon_> Overlay a rivermap
08:40:43  <Flygon_> And write into the heightmap in Paint.NET the Lake's name
08:40:44  <Flygon_> :U
08:45:57  <Flygon_> I just realized I fucked up massively
08:46:00  <Flygon_> By not pre-rotating it
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09:07:58  <Wolf01> o/
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09:08:16  <Flygon> Dumb question
09:08:22  <Flygon> What's the recommended Tramset nowadays?
09:08:33  <Flygon> Currently using eGRVTS v2.0
09:09:04  <Flygon> Dunno if there's been any replacements
09:11:04  <Wolf01> I used generic tram set
09:12:22  <Flygon> Hmm
09:12:30  <Flygon> Was looking to go from 1850s to modern era
09:12:44  <Wolf01> In online content you can find a lot of tram sets
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09:13:14  <Flygon> Jup
09:13:23  <Flygon> It's just hard to see what's good or not on BaNaNa's
09:13:27  <Flygon> No review system :3
09:13:31  <Flygon> Y'all reliable
09:13:58  <Wolf01> BATS starts from 1860, but I don't know if it's cargo compatible with extended industries
09:14:40  <Flygon> Hmm
09:14:44  <Flygon> I might go with BATS :3
09:14:52  <Flygon> Planning to tackle the Tasmania scenario
09:15:06  <Flygon> Hobart had DD Trams since the 1890s, soooo... :
09:15:07  <Flygon> :3*
09:15:12  <Flygon> catface.png
09:16:12  <Flygon> Hmmm
09:16:16  <Flygon> I guess, to go alongside that
09:16:20  <Flygon> What's the recommended bus set?
09:17:34  <Flygon> Might go the British bus set
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11:05:38  <andythenorth> michi_cc: did you see?
11:05:52  <andythenorth> nvm if now is not convenient :)
11:06:21  <andythenorth> he’s a macports dev
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11:57:48  <crem> \o
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12:00:39  <Michaellaneous> I have a question about curves. Do the rules from the basic accerlation also apply to the realistic one?
12:01:12  <Michaellaneous> This would cause the train to slow down?
12:01:42  <goodger> it would not
12:02:12  <Michaellaneous> Oh okay...strange, I could swear my trains do...
12:02:25  <Michaellaneous> Maybe I am missremembering.
12:02:29  <Michaellaneous> Gotta look carefull next time.
12:03:34  <Eddi|zuHause> before asking such a question, check which acceleration model you set
12:04:56  <Michaellaneous> Realistic.
12:05:14  <Michaellaneous> I know, I was just remembering my trains to slow down on track swtiches.
12:05:46  <Michaellaneous> I think my engines were just too weak because the "only a little slowdown on small slopes" was not really working.
12:08:14  <Michaellaneous> Probably just my misstake.
12:09:14  <Michaellaneous> On an unrelated note: Do you guys focus more on industry or towns?
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12:17:33  <Eddi|zuHause> towns, usually... passenger numbers are just too massive every time i try
12:17:41  <Eddi|zuHause> they take up all my time
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12:24:11  <Michaellaneous> I just think it's a bit...simple!
12:25:00  <Michaellaneous> Actually, building a cooll network is half the fun.
12:27:21  <V453000> what is simple? :D
12:28:04  <Michaellaneous> Just passengers!
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12:28:10  <Michaellaneous> Instead of like 6 different types of cargo.
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12:29:15  <V453000> well, choosing where to deliver them is not so simple
12:29:29  <goodger> hence cargodist
12:29:49  <Eddi|zuHause> it's as simple or complicated as you make it...
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12:30:13  <V453000> pretty much Eddi|zuHause
12:30:17  <V453000> goodger: that's not a solution
12:30:32  <Eddi|zuHause> some people make only point-to-point lines with one single train on it
12:33:41  <goodger> it's a solution to the problem of deciding where to deliver people
12:35:45  <Eddi|zuHause> goodger: it's actually not, because they still only go where you decided to put stations. it, however, performs brilliantly at clogging your network
12:36:20  <Michaellaneous> Is there a way to autofill a complete track with block signals?
12:36:30  <Michaellaneous> Instead of just dragging over?
12:36:37  <goodger> Michaellaneous: build one signal, then control-drag it in the desired direction
12:36:54  <Michaellaneous> So...not over the whole track, just a little bit, and it autofills?
12:36:59  <goodger> quite
12:37:03  <Michaellaneous> Damn.
12:37:04  <Michaellaneous> Fancy.
12:37:19  <goodger> it stops at branches and stations, but will go through tunnels and bridges
12:37:48  <Michaellaneous> And corners too I assume.
12:38:02  <Michaellaneous> I mean, it works with corners too.
12:38:09  <Eddi|zuHause> yes
12:38:24  <goodger> I haven't tried it with right angles, but it tolerates 45-degree bends
12:39:14  <Michaellaneous> Sick.
12:55:17  <Michaellaneous> What trainset are you guys using?
12:56:21  <Michaellaneous> 2cc seems nice but oh boy there is so much going on.
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14:58:51  <supermop> iron horse
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15:36:29  <Wolf01> o/
15:36:33  <Alberth> moin
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16:16:07  <Wolf01> o/
16:19:03  <supermop> YO
16:19:51  <andythenorth> lo
16:19:58  <V453000> heyo
16:26:05  <Alberth> o/
16:35:46  <andythenorth> explosives
16:38:04  <Wolf01> Yes
16:39:00  <andythenorth> I thought so
16:39:05  <andythenorth> the problem is
16:39:15  <andythenorth> technical ammonium nitrate is made out of fresh air
16:39:20  <andythenorth> minimal inputs :P
16:39:32  * andythenorth has been researching
16:39:52  <Wolf01> I just finished to fuck around with lego, I made another mecha for the static models exposition next weekend
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17:21:36  <Michaellaneous> So, I tried doing the thing with waypoints.
17:21:58  <Michaellaneous> I set up my orders like this: Oilfield -> Via waypoint -> Drop off -> Via Waypoint
17:22:06  <Alberth> \o/
17:22:12  <Michaellaneous> But now, "implied" orders show up and my train just fucks off somewhere else.
17:22:18  <Michaellaneous> Where it's not even supposed to be.
17:23:28  <Alberth> using servicing?
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17:24:04  <andythenorth> implied orders are misleading
17:24:13  <andythenorth> the train won’t follow them explicitly
17:24:36  <andythenorth> they just show other stations it’s visited
17:25:39  <Michaellaneous>
17:25:49  <Alberth> implied orders are the result of your train visiting weird stations
17:25:52  <Michaellaneous> Okay but something fucks up.
17:26:00  <Michaellaneous> Because the train loops where it should not.
17:26:26  <ST2> use the non-stop option
17:27:44  <Alberth> +1
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17:30:54  <Alberth> if you use train servicing, likely it found a depot after the waypoint, which it then fails to remove from its order list, so after the depot visit it tries to go back to the waypoint
17:30:56  <Michaellaneous> Ah, that fixed it.
17:31:46  <Alberth> it just doesn't add implied orders, trains still go haywire :p
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17:32:29  <andythenorth> servicing :P
17:32:43  <Alberth> wrong word?
17:35:40  <andythenorth> wrong feature :)
17:35:58  <andythenorth> I know that debugging lost vehicles is part of ‘proper’ TTD :P
17:36:00  <andythenorth> but eh
17:37:25  <Alberth> nah, just add track so that a train can go anywhere from anywhere, and you never have lost trains :)
17:39:32  <Michaellaneous> Oh now I know what is fucking up.
17:39:40  <Michaellaneous> The waypoint is not on the same line as the depot.
17:39:48  <Michaellaneous> So when they go to the depot, they dont pass the checkpoint.
17:40:03  <Michaellaneous> So...I can't tell trains to not use the depotline because otherwise they miss the waypoint.
17:40:06  <Michaellaneous> :(
17:40:41  <andythenorth> turn off breakdowns
17:40:46  <andythenorth> no need for servicing then :)
17:40:48  <andythenorth> hax
17:40:56  <Michaellaneous> That doesn't sound fun tho.
17:41:59  <Alberth> "fun" is different for everybody :)
17:43:32  <Michaellaneous> True.
17:43:56  <Alberth> move your waypoint to after the depot
17:44:16  <Michaellaneous> Yeah but then they might stilll use the depot line.
17:44:17  <Alberth> trains ignore waypoints when looking for a depot
17:45:11  <Michaellaneous>
17:45:14  <Michaellaneous> Here is my setup.
17:45:21  <Michaellaneous> If I put them after the waypoint it wouldn't change anything.
17:46:18  <Alberth> they should be before the waypoint
17:47:39  <andythenorth> economies economies economies
17:48:00  <Alberth> servicing economy :)
17:48:09  <andythenorth> fair idea
17:48:18  <andythenorth> Basic economies are hard
17:48:34  <andythenorth> any complex chain is prone to dominating the economy
17:50:31  <Alberth> gtg, have a nice evening
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18:07:04  <andythenorth> V453000: adjusted approach to making Basic economies
18:07:12  <andythenorth> try to provide cargos that look nice
18:07:21  <andythenorth> and use wide range of vehicle types
18:07:29  <andythenorth> if only I’d thought of that 8 years ago :P
18:18:44  <Michaellaneous> Any idea how multipe unit wagons work?
18:18:46  <Michaellaneous> With 2cc?
18:24:29  <supermop> kind of like arctic basic in tropic
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18:28:32  <supermop> Michaellaneous: you build the multiple unit, then you add either powered or unpowered multiple unit wagons until it has the length and power you want
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18:54:42  <V453000> :D andythenorth
18:54:56  <andythenorth> eye candy economy
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19:20:57  <Wolf01> Quak
19:37:16  <frosch123> moi
19:53:23  <andythenorth>
19:53:42  <andythenorth> only has 16 industries, which is relatively few
19:54:00  <andythenorth> proposes splitting wood -> lumber and pulpwood -> paper
19:54:04  <andythenorth> which might be useless
19:54:34  <frosch123> no oil?
19:56:30  <andythenorth> apparently not
19:56:54  <andythenorth> oil is in quite a few economies already
19:57:01  * andythenorth trying to add more diversity
19:57:16  <andythenorth> I feel obliged to add fish and alcohol, but meh
19:58:07  <andythenorth> alcohol is not visually interesting
19:58:15  <andythenorth> fish at least gives a sea-based industry
19:58:37  <frosch123> "ice" seems to be an arctic thing
19:58:47  <andythenorth> ha
19:58:55  * andythenorth considers ‘salt’
19:59:00  <andythenorth> for stockfish
19:59:09  <andythenorth> probably more appropriate to hot countries
19:59:56  <frosch123> at some amounts of ice and snow, salt no longer works for cleaning roads
20:01:52  <Wolf01> Salt is for the comunity
20:01:54  <supermop> rye -> rye bread and aquavit
20:02:55  <andythenorth> potatoes -> vodka
20:03:18  <supermop> herring -> pickled herring
20:03:34  <supermop> reindeer
20:03:56  <frosch123> reindeer are vehicles
20:04:01  <supermop> ->jerky
20:04:02  <frosch123> presents would be cargo
20:08:16  <andythenorth> pickled fish
20:08:22  <andythenorth> that stuff in cans
20:11:57  <andythenorth> not sure about phosphate
20:12:08  <andythenorth> might be too realisms
20:13:40  <andythenorth> also it’s import cargo
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20:17:40  <andythenorth> maybe potash
20:19:01  <BluesInTheNet> What a hell are you people talking about?
20:20:29  <V453000> XD
20:20:55  <andythenorth> trains
20:23:04  <maciozo> hello! does anyone know why I get failed ACC conformance tests when trying to configure lzo?
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20:26:28  <andythenorth> :o
20:26:40  <andythenorth> my 3 year old computer sells used for about £1k on ebay
20:27:02  <maciozo> dual GPUs?
20:27:03  <andythenorth> I would have guessed £500 at best
20:27:45  <andythenorth> means a new one would cost me £0.84 / day
20:32:46  <andythenorth> potash mine looks…different
20:33:09  <Wolf01> It doesn't even look as a potash mine
20:34:29  <andythenorth>
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20:43:46  <Wolf01> Mhhh, he left...
20:44:04  <BluesInTheNet> why?
20:45:01  <robert> Hi
20:45:08  <robert> What's up?
20:45:21  <Wolf01> andythenorth, I made a patch for roadstops, but there are some problems, usually removing or overwriting roadstops:
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20:50:59  <andythenorth> Wolf01: what are the problems?  Asserts?
20:51:09  <Wolf01> No, funny things
20:51:23  <Wolf01> Which then asserts if you need to do something with it
20:51:35  <Wolf01> s/need/try
20:51:37  * andythenorth tests it
20:53:38  <andythenorth> Wolf01: so it fails to restore correct type when removing?
20:53:47  <Wolf01> Yes
20:54:59  <andythenorth> check the types before calling RemoveRoadStop()
20:55:00  <andythenorth> ?
20:55:43  <Wolf01> Could be a good idea, but the underlying types should remain untouched even when you remove the station
20:55:50  <supermop>
20:56:24  <Wolf01> The name is right for an Ubuntu release
20:56:37  <andythenorth> depends what MakeRoadNormal is doing
20:56:41  * andythenorth is pure guessing here
20:56:55  <andythenorth> supermop: I should draw those settling ponds? :o
20:57:03  <supermop> yess
20:57:19  <supermop> the moab one has a picturesque rail spur
20:58:21  <andythenorth> I think Arctic Basic has moved to Canada
20:58:30  <andythenorth> Scandinavia is too tricky :
20:58:31  <andythenorth> :P
20:58:56  <supermop>
20:59:21  <Wolf01> MakeRoadNormal resets m4, I think I forgot to add some SetRoadTypes
20:59:35  <andythenorth> supermop: that’s fairly epic
21:00:24  <supermop> a branch of that spur serves the moab uranium mine tailing pile superfund site
21:01:36  <supermop> which has lots of fun HEQs scraping up dirt, which gets sealed into containers, a trainload of which leaves each day to get buried deep underground about 40 miles to the north
21:01:58  <andythenorth> uranium I never found a place for in FIRS
21:02:25  <andythenorth> hmm
21:02:30  <andythenorth> import alcohol or brew it?
21:02:40  <andythenorth> or make a longer food chain?
21:02:45  <debdog> power plant
21:02:56  <debdog> watches (googs)
21:03:01  <debdog> *goods
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21:03:34  <debdog> add several Mr. Burns to towns
21:03:46  <supermop> andythenorth: you dont ship the uranium, you haul off the contaminated soil decades later
21:03:54  <supermop> many more trainloads
21:04:02  <andythenorth> fair point
21:06:49  <andythenorth> hmm
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21:06:56  <andythenorth> gold will be ridiculous
21:07:02  <andythenorth> the cargo unit is probably grams
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21:15:53  <andythenorth> supermop: what to call an industry that produces fertiliser and explosives?
21:16:04  <andythenorth> ‘chemical plant’ is already taken
21:16:12  <andythenorth> ammonium-nitrate plant is too specific :P
21:16:53  <andythenorth> V453000: explosives…DYNA, TNT_ or EXPL?
21:16:56  <andythenorth> or BOOM?
21:16:56  <supermop> "chemical plant in low property value area"
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21:18:12  <andythenorth> how about “Fertiliser & Explosives Plant”
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21:20:43  <supermop> pretty straightforward
21:22:54  <andythenorth>
21:23:08  <andythenorth> astounding film
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22:03:27  <andythenorth> supermop: so rye in arctic basic? o_O
22:06:06  <andythenorth> also bedtime :P
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22:26:31  <BluesInTheNet> guys, don't give up on your trains, they are not so bad after all
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23:34:41  <Wolf01> 'night
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